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    posted a message on [Terrain Trix #2] Replicating Warcraft 3 DNC Colouration
    Quote from Forge_User_44640877: Go

    Nice. But are lightsoruces limited to omnilight-doodads? What about doodads with pointlights.. and lightsoruces on units, etc?

    Thanks

    Every light source works.

    Posted in: Tutorials
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    posted a message on [Terrain Trix #2] Replicating Warcraft 3 DNC Colouration
    Quote from Jackolas: Go

    we are all just watching and not know what to say.....

    Is it that good?.. Or bad?

    Posted in: Tutorials
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    posted a message on [Terrain Trix #2] Replicating Warcraft 3 DNC Colouration

    50 views and no comments?

    Posted in: Tutorials
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    posted a message on [Terrain Trix #2] Replicating Warcraft 3 DNC Colouration

    This emulates the no selection DNC in war3 for sc2. AKA: Create a dungeon-like effect that en-shadows units not under the influence of an omnilight. This works for every widget in the game (e.g: doodads, units, items, and it might even affect splats).
    Here's the effect in war3:


    (As you can see, the central terrain has an omnilight that allows the footman and a few sorroundings to be visible. After that, it turns pitch-black)

    Here's the final result:


    (Bottom left you can barely see the wing of a zergling, who is not under the effect of the omnilight)

    How to do it:
    This required a workaround, since simply setting the brightness to .3 will also diminish the omnilights.

    • Go to Data Editor and then go to lighting, then copy the Bel'Shir lighting.
    • Switch to terrain view.
    • Open up the Lighting Window via Window > Lighting.
    • Select the lighting that you made.
    • Click on the "Key" tab and set the Diffuse Multiplier to 0.

    • Go to the "Colorization" tab. Set Input Gamma to 3 - 6. Anything else will look bad.
    • Change Colorize to 0 (Not needed but makes the image look better).

    • Go to the "Tone Mapping" tab and set the Diffuse Multiplier to .8 (.6 - .9 is good).

    http://img830.imageshack.us/img830/5378/terrain074.jpg

    • Set the Exposure to 1.45 (.9 - 1.5 is good).
    • Set the Ambient Multiplier to 0.

    • Go to the "Global" tab and set both Emissive Multiplier and Specular Multiplier to 0.

    Now for the filtering.

    • Go to the "Variations" tab and click the "-" button beneath the white - black gradient 23 times. The less filters you apply, the lighter the game will be.

    • Go to the "Terrain" tab and set the Terrain Specular Exponent to 0.


    (You can still see model emissers. Those are unremovable.)

    You are done!

    As always, leave feedback to tell me what to improve!

    Very quick piece of terrain showing what can be done with this (I know it's empty bottom left, didn't have time to finish):

    http://img153.imageshack.us/img153/8025/terrain067.jpg

    Posted in: Tutorials
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    posted a message on Zone for Critters

    Create a custom pathing blocker for Unused 01. Tick off the dependancy flag for the critters for Unused 01. Create a fence around it.

    Posted in: Terrain
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    posted a message on Terrain Music.

    Songs usually ruin my terrain, so none for me.

    Posted in: Off-Topic
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    posted a message on [Terrain Trix] How to Create a Sun

    @vadremix: Go

    Sphere is one poly (central point, or maybe the two linkers up and below). I may be wrong, since i've modeled very little. The only thing that might cause lag is the hdr, but it runs fine with around 100+ small stars on my game at ultra.

    Posted in: Tutorials
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    posted a message on [Terrain Trix] How to Create a Sun

    Thanks for the news vjeux!

    Posted in: Tutorials
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    posted a message on [Terrain] Valley
    Quote from OneSoga: Go

    @obliviron: Go

    Yeah, the sun needs toning down. Right now, my brain can't tell if the sun is that bright or if parts of it are clipping through the edges of these mountains.

    EDIT: Actually, it is clipping. Look at the peak to the right of the sun as it approaches the sun... and disappears.

    The cliff goes down rapidly after it reaches the sun, however i see your point. Going to improve this tommorow, and thanks for the feedback.

    Posted in: Terrain
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    posted a message on [Terrain Trix] How to Create a Sun
    Quote from Mr12toe: Go

    @obliviron: Go

    Wait, could you make planets with this procedure? It would be glowing, but that's the atmosphere...

    [edit] and why do you have to make a new object?

    Yes, you could (I'm using this method to create uniquely generated stars). You don't have to make a new object, but it's safer and just as fast. You could, however, just change the model of any doodad actor to ShapeSphere, and it would give you the same effect (Assuming the actor has no variations).

    Posted in: Tutorials
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    posted a message on [Terrain Trix] How to Create a Sun

    First off, the copyright + disclaimer:

    [By reading this tutorial you agree that you will not copy, duplicate, quote more then 2 sentences, or modify this tutorial in any way without my (obliviron)'s permission.

    I am not responsible for any damage this will do to your maps, if any.]

    This tutorial shows the user how to create a sun. Final Product (The Sun):

    http://forums.sc2mapster.com/development/terrain/12154-terrain-valley/#p6

    1 - Go to the Data Editor > Actors. Left click anywhere within the actor location bar and select "Add Object". Make sure your settings are the same as below.

    If you can't see it, make sure the settings are Actor Type: DOODAD, and do not change the Based On value.

    (You can click on the image to make it larger)

    2 - Go to tab view (AKA have table view deselected). Then go to Art > Model and set the model to ShapeSphere. This is what you should have by now.

    (Again, click on the image to make it larger)

    3 - However, this does not look much like a sun. So select the doodad and hit enter, and change the settings to the following:

    (And once again, click on it to make it larger)

    Tick custom color on, set the color to a yellow you like (Mine is the top left bright yellow). Set HDR multiplier to something that looks good, around 2 - 8. Too low will make the image look like a normal sphere, and too high will make the image too bright.

    There's your final product. I've found several other uses for this, see if you can figure em out. Hope you enjoyed the tutorial, leave feedback and tell me what to improve!

    Posted in: Tutorials
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    posted a message on [Terrain] Valley
    Quote from EternalWraith: Go

    @SouLCarveRR: Go

    Clustered omni-lights at an elevated hight, Im assuming.

    Nah, omni-lights wouldn't show up at all, since they affect models already in game only.

    Quote from SouLCarveRR: Go

    How did you create that sun..

    my experience with the lighting system tells me that the sun isnt part of the lighting settings.

    It's not; if you want i could create a tutorial for it.

    Posted in: Terrain
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    posted a message on [Terrain] Valley
    Quote from Reach0: Go

    @obliviron: Go

    I think there needs to be a bit more lighting and the sun needs to be toned down a little to get the full effect. Besides that, pretty good.

    Thank you, however the terrain lighting is set that way for a sunset-type of theme. I will try to lower the sun though.

    Posted in: Terrain
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    posted a message on [Terrain] Valley

    A dead valley. So, what do you guys think?

    Posted in: Terrain
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